Monster Hunter Wilds Dual Blades Guide
Table of Contents
- 1 - Supplementary Material
- 1.1 - Version History and Calculators
- 1.2 - A Conversation on Sharpness — wait, it’s different!?
- 1.3 - Comfort Skills, Meta, and Speedrunning
- 1.4 - tl;dr what changed?
- 2 - Artian Reinforcements & Talismans
- 2.1 - Artian Reinforcements
- 2.2 - Talismans
- 3 - Endgame Sets
- 3.0 - READ ME BEFORE LOOKING AT SETS
- 3.1 - VS. Omega Planetes ~ Levin Acrus & Tiltkreise (Fire)
- 3.2 - Fire ~ Tiltkreise
- 3.3 - Water ~ Tiltkreise
- 3.4 - Thunder ~ Levin Acrus
- 3.5 - Ice ~ Tiltkreise
- 3.6 - Dragon ~ Tiltkreise
- 4 - Mind’s Eye Sets
- 4.1 - Fire ~ Tiltkreise
- 4.2 - Water ~ Tiltkreise
- 4.3 - Thunder ~ Levin Acrus
- 4.4 - Ice ~ Tiltkreise
- 4.5 - Dragon ~ Tiltkreise
- 5 - Progression, Moveset, Cheat Sheet, & FAQ
- 5.1 - Progression Sets
- 5.2 - Weak Points & Wounds
- 5.3 - Corrupted Mantle
- 5.4 - Combos and Moves
- 5.5 - Cheat Sheet
- 5.6 - Frequently Asked Questions
- Credits
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1 - Supplementary Material
1.1 - Version History and Calculators
Version history notes summarized from the document indicate an ongoing evolution of the Dual Blades meta, with multiple Title Updates introducing new mechanics, set bonuses, and calculator tools. The history lists several dated entries including October 6, 2025; August 12, 2025; July 4, 2025; April 12, 2025; March 28, 2025, and earlier, detailing calculator releases, event adjus tments, and weapon-skills changes. The calculators provide build card links and data to support plan matching across weapons like Omega Planetes, Nu Udra, and Arkveld.
1.2 - A Conversation on Sharpness — wait, it’s different!?
The guide discusses a complex Sharpness model unique to Dual Blades called Wear & Tear. Dual Blades do not have a standard natural Sharpness loss modifier of 66.667%; instead, Wear & Tear is the dedicated multiplier that removes Sharpness points per move. Some moves, such as Blade Dance and Heavenly Blade Dance, have low Wear & Tear, while most other Dual Blades moves have high Wear & Tear. Sharpness increments are defined: a single sliver equals five Sharpness points; Handicraft adds two slivers; Razor Sharp or Master’s Touch adds a natural Sharpness modifier.
Key points include the idea that sharpening can be canceled with partial gains, and Protective Polish can extend weapon longevity for 30-90 seconds. Sharpness-specific decorations are now available on weapons, tightening set-building options. A recommended 330 hits minimum for a stable endgame build is discussed, but variations exist.
1.3 - Comfort Skills, Meta, and Speedrunning
This section defines meta-builds as those that maximize speed and success of clears, while acknowledging variations in pilots. Comfort skills improve usability and durability but may be deprioritized in high-end runs. The Demon Gauge mechanics in Wilds influence focus on Demon Mode to enable Demon Flurry and Blade Dance. Uptime figures for several skills are provided, with values for Adrenaline Rush, Ambush, Burst, Coalescence, Covered elements, and others under various conditions. It emphasizes uptime analysis for focusing on Adrenaline Rush and Agitator, noting cooperative play can change uptime values.
1.4 - tl;dr what changed?
- Title Update 3 (Sept 29, 2025) introduced Set Bonus skills such as Soul of the Dark Knight with Element buff and Omega Resonance’s cooperative buff mechanics. Local Remote resonance effects and buff properties are described, including the buff values of +20%/ +40% affinity or +10/+20 raw depending on proximity to teammates. Solo play excludes Omega Resonance.
- Title Update 2.5 (Aug 12, 2025) added Focus Strike options (Turning Tide, or Giga Drill Breaker) and revised Set Bonus values for Ebony Odogaron and Mizutsune armor bonuses.
- Title Update 2 (June 30, 2025) introduced Bladescale Honing, Thunder resistance conversions, and other raw element changes; new Set Bonuses like Razor’s Edge and Azure Bolt were added, plus substantial moveset shifts including motion value and damage multipliers.
- Title Update 1 (April 4, 2025) nerfed Corrupted Mantle and introduced new weapon skills like Slicked Blade and Whiteflame Torrent, and various Set Bonus updates.
2 - Artian Reinforcements & Talismans
2.1 - Artian Reinforcements
The recommended Infusions emphasize Attack Infusions with four Attack Reinforcements and one Sharpness Reinforcement. Raw and Element balance adjustments in the Dual Blades moveset have shifted reinforcement priority toward Attack, then Affinity, then Element. The text notes filtering Tiltkreise based on Attack value and suggests Sharpness Reinforcement is the equivalent of an Affinity Reinforcement in terms of impact, but can be overkill depending on the number of hits.
2.2 - Talismans
Talisman generation remains tight. Meta talismans rely on one maxed skill and one decoration slot. Primary talisman: Critical Eye Lv 3, 1W-0-0. Secondary talismans focus on Mind’s Eye, Master’s Touch, and other vital skills, with specific guidance on how to combine with Expert Jewel [3], Razor Sharp Lv 3, and Element-focused Attacks. Rarity filters indicate that rarities 7 and 8 drop more valuable combinations, yet 5 and 6 are rarely competitive against top-tier options. The meta builds aim to maximize Critical Eye Lv 3 via talisman or decoration, and most meta setups include a Lv 1 weapon decoration slot to input Critical Jewel [1]. The talisman system remains highly constrained, with God-tier luck dictating results.
3 - Endgame Sets
Dual Blades no longer rely on Gore Magala armor pieces; Arch-tempered Nu Udra set has replaced it. Lagiacrus armor is less favored due to its added Weakness Exploit and lower overall value. Endgame sets typically combine Guts (Tenacity) and Azure Edge I, balancing Raw and Affinity boosts. Levin Acrus prioritizes Thunder resistance with Rey Sandbraces gamma. Nu Udra pieces and Udra Mirehelm gamma/ gamma pieces affect the set synergy. The Nu Udra set sometimes activates a Bad Blood I bonus, requiring Resentment to deliver raw bonus damage. The guide walks through when to apply Critical Boost relative to Critical Eye based on consistent Affinity (roughly 34%+). It shows how Burst, Adrenaline Rush, and Counterstrike scale into endgame damage, including the interplay with various elemental weaknesses.
3.0 - READ ME BEFORE LOOKING AT SETS
- Endgame sets assume the player has defeated Arkveld in High Rank and is at HR41. progression sets exist in 5.1.
- No universal best Dual Blades set; each builds for specific monsters. Two goals: read 2 to learn talisman configuration and adjust per monster.
- Mind’s Eye and other options may be chosen for certain matchups; use Kiranico’s hitzone references as needed.
- Heroics are not recommended in meta templates; they are powerful but risky.
- Flinch Free and Shock Absorber LV1 are not included in the base sets; consider them depending on group dynamics.
- The page terminates with a cheat sheet and tips for future meta improvements.
3.1 - VS. Omega Planetes ~ Levin Acrus & Tiltkreise (Fire)
A build by KreaTV1 and July; notes emphasize uptimes for Adrenaline Rush at 75% (85% with Razor’s Edge I/II). Mind’s Eye is highlighted for defending against Nerscylla forelegs; Latent Power can be raised via Latent Power and Dual Blade variants. The fight with Omega Planetes is described as challenging and primarily a learning exercise for newer players; the piece emphasizes that Omega’s reward value for this fight is lower than the practical experience gained. The guide also discusses the use of Soul of the Pictomancer in certain phases and the importance of phase transitions.
The four phases of the Omega Planetes fight are described in detail, including Mustard Bomb, Larboard/Starboard cues, Pantokrator mode, and the complex interactions with Mog of Ages and Tiltkreise swaps. Phase 3 introduces a Nerscylla clone and requires precise timing to prevent Omega from powering up. The fourth phase is a repetition of the second, with updated attack cadence. The text emphasizes the value of swapping to Tiltkreise and using Mog of Ages in the relevant phase.
3.2 - Fire ~ Tiltkreise
A set built by KreaTV1. It notes that most monsters have weak points in the head or forelegs for Fire, and it provides a per-monster quick-hit-zone guide (e.g., Domesticated guardians, etc.). It lists top targets per monster with tips on facing Tanky or top-heavy foes like Jin Dahaad. The text also discusses how to handle underwater segments and how to maximize hit zones during phases. For example, it suggests raw-favored builds for specific monsters and warns about the difficulties of targeting certain areas with Fire.
The guide lists specific matchups with notes on hit zones and recommended skills and armors for each monster, like Lagiacrus’ back spikes and the head’s vulnerability. It also includes a note about the usefulness of the Corrupted Mantle during certain phases and shifts to Mind’s Eye in some cases.
3.3 - Water ~ Tiltkreise
Set by KreaTV1. Guardian Ebony Odogaron and Nu Udra emphasis: head hit zones for Water, with Necrosis and Dragonblight risk. Ajarakan and Nu Udra require targeting arms and head for best effect. Gravios is notably weak to Water; aim for the belly. The section also covers non-guardian Brute Wyverns Quematrice and Rompopolo and their hit-zone priorities. Guardian Ebony Odogaron’s power set and the water interactions require careful hit-lining and managing explosion effects on the ground and in the arena; the Mind’s Eye set is particularly powerful against certain Water monsters like Gravios and Rompopolo. The section ends with a suggestion that Mind’s Eye Water variants should be used in specific matchups to maximize damage.
3.4 - Thunder ~ Levin Acrus
Set by Pilgrim2092. The text notes a break from Artian weapon usage in the Levin Acrus build and emphasizes Convert Thunder Resistance and Thunder-based interactions with early tutorials (Chatacabra, Balahara). Mizutsune and Mizutsune’s bubble mechanics are discussed; Mizutsune’s head is a strong target, especially during Soulseer mode. The Mind’s Eye variant is highlighted for its strong hit zones, especially on the torso and wings. The section includes detailed matchups with Seregios (Steve) and Arkveld, and demonstrates how to leverage Mind’s Eye in multiple scenarios to maximize raw damage.
3.5 - Ice ~ Tiltkreise
Set by KreaTV1. Rey Dau is the main head target; Focus Strike opportunities are described; the section covers glacial weapons and specific mechanics like spine rides and the best-hit zones. Xu Wu’s tentacles and the front claws are discussed; Mind’s Eye is favorable on certain hit zones, while some zones favored by Endgame variants exist.
3.6 - Dragon ~ Tiltkreise
Arkveld is a core target here; Dragon weak to Arkveld’s extended chainblade hit zones. Guardian Rathalos and Rathalos variants emphasize timing of hits, knockdowns, and the value of using Demon Boost Mode during dawn strikes and shield windows. Zoh Shia is a multi-phase dragon with Wylk armor; the Mind’s Eye variant improves performance on crystallized sections, while Endgame offers better performance on certain uncrystallized zones.
ENDGAME SUMMARY: A general note shows how endgame sets aim to maximize Raw damage and Elemental damage with synergy from Burst, Adrenaline Rush, and Latent Power. The guide stresses flexibility and discipline when using the Mind’s Eye vs Endgame variants depending on monster, hit zones, and phase mechanics.
4 - Mind’s Eye Sets
The Mind’s Eye sets prioritize Raw damage multipliers, placing less emphasis on Element or Affinity than other builds. Seregios’s Tenacity shows synergy with Mind’s Eye due to strong skill access; Mind’s Eye variants provide a clear advantage against several monsters without relying on Weakness Exploit.
4.1 - Fire ~ Tiltkreise
Doshaguma: Endgame best if you aim for head and forelegs; the Mind’s Eye variant yields up to 19% more damage when torso or rear areas are targeted. Nerscylla: Mind’s Eye variant offers 15-18% on torso, forelegs, claws, stinger, and hind legs; small losses on head/belly/mantle. Guardian Doshaguma: 15% more on torso; Endgame variant adds 5% on head and forelegs. Gore Magala: Endgame variant favoring head, antenna, neck; Mind’s Eye variant better on torso, forelegs, hind legs, wings, tail for roughly 19% more. Lagiacrus: Endgame variant slightly better for head/torso/back; Mind’s Eye variant excels on neck, torso, legs, tail; damage differences vary around 18-19%.
4.2 - Water ~ Tiltkreise
Quematrice central zones see Mind’s Eye as strong; central torso and legs see +17% damage. Rompopolo: Endgame targets head, back, tail with +5%; Mind’s Eye better on torso and legs by ~21%. Nu Udra: Head and torso openings yield ~5% extra with Endgame; Mind’s Eye better on tentacles, offering ~19%. Gravios: Mind’s Eye variant shows about 14% difference across most zones; Endgame slightly better when certain zones break (belly/back) if broken.
4.3 - Thunder ~ Levin Acrus
Balahara, Mizutsune, Seregios: Endgame variant yields +6% on head and tail for storm-phase matches; Mind’s Eye variant best on torso, forelegs, hind legs, wings, wings arms, and tail by up to 26% in some cases. Arkveld and other Thunder units: Mind’s Eye variant often edges Endgame on certain zones depending on hit distribution; Arkveld benefit from Mind’s Eye on wings and torso in many cases. Overall, Mind’s Eye tends to outperform Endgame on various central zones, with Endgame excelling on uncrystallized heads in some fights.
4.4 - Ice ~ Tiltkreise
Rey Dau: Mind’s Eye variant can yield up to ~24% increase on torso/legs; Endgame adds 5% on critical zones, heads, and wings. Xu Wu: Tentacles and membranes see +14%, head/arms/mouth see -5% in some cases. Mizutsune: Endgame +4% on head; Mind’s Eye +5-19% on other zones depending on hits. Zoh Shia and Arkveld: Mind’s Eye generally stronger on non-crystallized zones, Endgame stronger on crystallized or wing zones in certain scenarios.
4.5 - Dragon ~ Tiltkreise
Guardian Rathalos: Endgame variant yields +5% on head and legs; Mind’s Eye offers ~18% on neck, torso, hind legs, wings, and tail; Arkveld: Mind’s Eye stronger on torso, wings, and legs; Endgame stronger on head, chain blades, and tail. Arkveld specifics emphasize Mind’s Eye improves wing hit zones, and Endgame expands other zones with different weights.
5 - Progression, Moveset, Cheat Sheet, & FAQ
This section presents progression paths and a view of common moves and cheat sheet-like content to guide deployment across Low to High Rank experiences. It covers the progression gear trajectory from Low Rank to End-Game gear, and the skill priorities to consider during progression. It also provides a cheat sheet with summarized monster matchups, their optimal element, and the Mind’s Eye strength.
5.1 - Progression Sets
Progression in Wilds is described as smooth, with Thunder and Ice representations appearing late. The progression sets are positioned as milestones rather than universal best choices. It emphasizes building around monster-specific matchups and upgrading when a difficulty spike occurs. Early Low Rank gear emphasizes stamina and basic combat, while High Rank gear introduces Adrenaline Rush synergy with older Guardian Ebony armor and Burst boosts. The progression continues through Mid-High Rank to Pre-Endgame High Rank, each milestone aligning with key content unlocks and set bonuses.
5.2 - Weak Points & Wounds
Wounds and Weak Points are defined as distinct hit zone states. Wounds have finite applications with a sequence: white Wound, then red Wound, then Scab. Red Wounds take extra damage until broken; Focus Strikes can target red wounds. Breaking wounds or Focus strikes on wounds can cause knockdowns. Weak Points are highlighted as pinkish glow zones when the monster is in Focus Mode; these areas take more damage and vary by monster for specific phases. The hunter should leverage Wounds/Weak Points for faster hunts.
5.3 - Corrupted Mantle
Corrupted Mantle’s nerf in free Title Update 1 reduced its raw multiplier from 10% to 5% and affinity from 30% to 10%; duration decreased from 120s to 90s. It remains the highest raw damage boost among mantles, though Evasion Mantle may be preferred for longer fights. It can be toggled on/off mid-fight without sheathing and adds extra hits to basic attacks; Blade Dance and Demon Flurry do not gain extra hits. The mantle can be exploited in speedruns for Mantle uptime manipulation, enabling Maximum Might shenanigans.
5.4 - Combos and Moves
The guide presents solid fundamental approaches for button-mashing versus reaction-based play. It covers the Demon mode, Demon Gauge management, and the core combos: Blade Dance, Blade Flurry, and Sixfold Demon Slash and beyond. It explains the dynamic Drilling-like Focus Strike Turning Tide and its variants. It includes the Perfect Dodge mechanic: a repeatable dodge that triggers Demon Boost Mode, providing a 15% Raw buff and a 30% Element post-multiplier for 20 seconds. The section includes many combos such as:
- Blade Dance I → Blade Dance II → Blade Dance III in Demon Mode, with a total Motion Value of 393 and 27 hits.
- Blade Flurry: Blade Dance I → Demon Flurry I → Blade Dance II → Demon Flurry II → Blade Dance III, total Motion Value 503, 35 hits.
- Sixfold Demon Slash + Corrupted Mantle additions when Mind’s Eye is active and Mantle equipped.
- Corrupted Combo: Double Slash → Demon Flurry I, requires Corrupted Mantle and Archdemon Mode, with a total Motion Value of 79 + 4.
- Boosted Blade Dance in Demon Boost Mode allows a quick Blade Dance II → Blade Dance III sequence after a dodge.
The guide emphasizes the modularity of Blade Dance and the ability to switch between Archdemon Mode mid-combo, adding mobility but not always optimal DPS, and includes detailed notes on Wear & Tear across moves.
5.5 - Cheat Sheet
A compact mapping of Monster to Optimal Element, Prioritized Weak Hit Zones, and Mind’s Eye Strength, including monsters such as Chatacabra, Quematrice, Lala Barina, Congalala, Balahara, Doshaguma, Nu Udra, Guardian Doshagama, Guardian Rathalos, Jin Dahaad, Xu Wu, Arkveld, Zoh Shia, Yian Kut-Ku, Gypceros, Rathian, Rathalos, Gravios, Blangonga, Gore Magala, Mizutsune, Seregios, Lagiacrus, and Omega Planetes. Each row indicates the monster, its Optimal Element, its top Weak Hit Zones, and whether Mind’s Eye is Strong or Not.
5.6 - Frequently Asked Questions
Q1 Should I go Raw or Element? A1 The Dual Blades are designed to utilize Element damage; choose Element sets and practice matching opponents.
Q2 What if I want just one set? A2 Stop it.
Q3 I don’t like the Artian Dual Blades; what do I use instead? A3 You can layer weapon skins from other weapon branches.
Q4 I don’t like Protective Polish. A4 It is optional.
Q5 What’s my skill priority? A5 A compact progression: Sharpness comfort (330 hits minimum), Burst LV1, Adrenaline Rush LV1, Weakness Exploit LV1-5, Counterstrike LV1, Burst LV2-5, Agitator LV1-5, Counterstrike LV3, Adrenaline Rush LV2-5, etc.
Q6 Should I use X or Y Reinforcement on Artian Element Dual Blades? A6 Title Update 2 recommends one Sharpness reinforcement and as many Attack reinforcements as possible, followed by Affinity then Element.
Q7 I found a better set. A7 Always room for improvement; adapt to personal preference and target hunts.
Q8 I saw a speedrunner using X. A8 Don’t copy; use math and adapt to your playstyle and monster.
Q9 I like to use X set/skill. A9 It’s fine; meta is flexible; focus on your own fun but verify with numbers when evaluating personal sets.
Q10 Should I use Flinch Free or Shockproof? A10 Demon Mode has built-in Flinch Free; it remains useful in cooperative play.
Q11 Dual Blades dodge; why no Evade Extender? A11 Evade Extender can be disruptive; use with caution.
Q12 Evade Window increase Perfect Dodge window? A12 Yes; each Evade Window level increases base iframe by 5%.
Q13 Do Dual Blades use Focus Mode? A13 Focus Mode is a strong utility; Sixfold and Blade Dance activities should usually be done with Focus Mode.
Q14 Unlock layered weapons? A14 After completing any weapon branch.
Q15 Why is Sharpness a big deal? A15 Sharpness tier multiplies Raw and Element; getting to white is best; Sharpness maintenance is essential.
Q16 Should I be using Dash Juice? A16 Dash Juice reduces stamina and Demon Mode stamina drain by 25%, with a cap of 50% stackingwise; depends on your build.
Q17 What ingredients should I eat? A17 Village meals are best; for tickets, Azuz; otherwise Meat; Meat, Tumbler Meal, and secondary ingredients depending on situation.
Credits
Team Leviathan (Bro4U, July, KreaTV1, OreoPancakes, Pilgrim2092 [team lead], Refia❤️, and Slott), for their passion for the weapon type and creating the document, AsteriskAmpersand and dtlnor for their ongoing work and contributions to the community, mhwilds-db for their armour set search engine, r/MonsterHunterMeta for global meta discussions, Monster Hunter Gathering Hall and its community, Monster Hunter team and Capcom for the game, and you the reader for your interest. The document closes with a playful Behemoth and Leeroy Jenkins scene.
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"Please do yourself a huge favor by getting a dark reader or set chrome flags to enable force dark" is a prominent note at the top, followed by a preface about making the game’s visuals friendlier and accessible on Google Docs. The opening paragraphs emphasize dominating True Charge Slash and Zero Sum Discharge, focusing on the monster’s Hit Zones and Sharpness margins.
The document contains numerous images and tables, including target hit zones, item tooltips, and Mind’s Eye vs Endgame comparisons, represented through visual charts embedded in the pages labeled 3.1 to 5.6. These images illustrate matchups, weapon skills, and set bonuses, as well as the dynamics of the Demon Gauge, Perfect Dodge, and Blade Dance combos.
Great hunting, hunter. The guide ends with quotes and visual illustrations dedicated to the Dual Blades’ capabilities, and several sections interconnect with the Mind’s Eye and other sets to give readers options for matching up with Omega Planetes, Arkveld, Mizutsune, and other monsters.
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Credits (Sign-offs and thanks)